If you liked it the first time, get ready for the remix. The Op Games is bringing back the fast-paced fun of Flip 7 with an updated deck that really ups the ante.
Flip 7: With A Vengeance features everything players love about the original card game, just with a little extra edge. Each round, players take turns flipping cards, using quick thinking and strategy to avoid flipping the same number twice. As the numbers climb higher, so does the risk — but the bigger the risk, the bigger the reward! The first player to reach 200 points wins the game.
On top of the normal deck, Flip 7: With A Vengeance also includes a variety of new cards to turn up the heat, such as a Lucky 13, an Unlucky 7, and subtraction cards that deduct points from your total. You might also flip a special action card that allows you to swap, steal, or drop any card in your hand, or force your opponent to draw an extra. Whether you bank, bet, or bust, this game is sure-fire fun for kids ages 8 and up.
To shake things up, kids can also push their luck with another new party game — Qork. In this high-stakes set-up, one player is the Cupper, rolling a pair of dice, while the rest hold strings attached to colorful corks. If the Cupper’s dice add to seven or show doubles, the players try to snatch their corks as fast as possible before the Cupper traps them. Wait too long or pull too fast, and you’ll pay the price with points! The player with the fewest points at the end of the game wins.
Both Flip 7: With A Vengeance and Qork are available now online and in stores at Walmart. For more information and how to play, visit theop.games.
FLIP 7: WITH A VENGEANCE
Each round, players take turns flipping cards, using quick thinking and strategy to avoid flipping the same number twice. As the numbers climb higher, so does the risk — and the reward! This edition includes new action cards and other special pulls that raise the stakes even higher.
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QORK
In this party game, one player is the Cupper, rolling a pair of dice, while the rest hold strings attached to corks. If the dice add to seven or show doubles, the players try to snatch their corks as fast as possible before the Cupper traps them. Wait too long or pull too fast, and…
